<!DOCTYPE html>
<html lang="en">

	<head>
		<meta charset="UTF-8">
		<title>第一个three.js文件_WebGL三维场景</title>
		<style>
			body {
				margin: 0;
				overflow: hidden;
				/* 隐藏body窗口区域滚动条 */
			}
		</style>
		<!--引入three.js三维引擎-->
		<script src="http://www.yanhuangxueyuan.com/versions/threejsR92/build/three.js"></script>
		<script src='./JS/OrbitControls.js'></script>
		<!-- <script src="./three.js"></script> -->
		<!-- <script src="http://www.yanhuangxueyuan.com/threejs/build/three.js"></script> -->
	</head>

	<body>
		<script>
			// 创建场景对象Scene
			var scene = new THREE.Scene();


			// 网格模型材质设置为白色
			var geometry = new THREE.BoxGeometry(100, 100, 100); //
			var material = new THREE.MeshLambertMaterial({
				color: 0xffffff
			});
			var mesh = new THREE.Mesh(geometry, material);
			scene.add(mesh)

			var textureLoader = new THREE.TextureLoader();
			textureLoader.load('mesh.png', function(texture) { // 执行load方法，加载纹理贴图成功后，返回一个纹理对象Texture
				console.log(texture)
				var material = new THREE.MeshLambertMaterial({
				  // color: 0x0000ff,
				  // 设置颜色纹理贴图：返回的纹理对象作为材质map属性的属性值
				  map: texture,	//设置颜色贴图属性值
				}); //材质对象Material
				var mesh = new THREE.Mesh(geometry, material); //网格模型对象Mesh
				scene.add(mesh);
			})





			// 聚光光源
			var spotLight = new THREE.SpotLight(0xffffff);
			// 设置聚光光源位置
			spotLight.position.set(100, 200, 100);
			// 设置聚光光源发散角度
			spotLight.angle = Math.PI / 6
			scene.add(spotLight); //光对象添加到scene场景中
			// 设置用于计算阴影的光源对象
			spotLight.castShadow = true;
			// 设置计算阴影的区域，注意包裹对象的周围
			spotLight.shadow.camera.near = 1;
			spotLight.shadow.camera.far = 300;
			spotLight.shadow.camera.fov = 20;


			var spotLightHelper = new THREE.SpotLightHelper(spotLight);
			scene.add(spotLightHelper);


			/***********************************************光源**************************************************/
			var ambient = new THREE.AmbientLight(0x444444);
			scene.add(ambient);


			/***********************************************相机**************************************************/
			var width = window.innerWidth; //窗口宽度
			var height = window.innerHeight; //窗口高度
			var k = width / height; //窗口宽高比
			var s = 200; //三维场景显示范围控制系数，系数越大，显示的范围越大
			//创建相机对象
			var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
			camera.position.set(200, 300, 200); //设置相机位置
			camera.lookAt(scene.position); //设置相机方向(指向的场景对象)


			/***********************************************渲染器**************************************************/
			var renderer = new THREE.WebGLRenderer();
			renderer.setSize(width, height); //设置渲染区域尺寸
			renderer.setClearColor(000000, 1); //设置背景颜色
			document.body.appendChild(renderer.domElement); //body元素中插入canvas对象
			let render = () => {
				renderer.render(scene, camera); //执行渲染操作
			}
			render();


			// 辅助坐标系
			var controls = new THREE.OrbitControls(camera, renderer.domElement); //创建控件对象
			controls.addEventListener('change', render); //监听鼠标、键盘事件
			// 辅助三维坐标系AxisHelper
			var axisHelper = new THREE.AxisHelper(250);
			scene.add(axisHelper);
		</script>
	</body>
</html>
